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+ ~: x( q, e$ I/ @2 M0 Hhttp://www.matrixgames.com/forums/tm.asp?m=3185062) J4 D5 X' `! ^0 U' E# Q
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大量更新,详见列表:4 h* q4 ^' V' a. j
8 M D) ^# r; ^
6 [4 x( R3 P: f! k& `Change History: s T' L8 s4 U7 x
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' L# x/ J6 C3 w& ?9 G/ }/ h+ T: G( e z1. Seventh Update – This release is a comprehensive release updating all previous
0 G2 y4 f" G/ e% o( N% e2 n6 ^* a( Jversions to v1.01.17 beta
. L6 v. Y; X4 `- {2. Code Changes" z: y6 f6 J% r, y6 z7 M
Fixed
6 m( r) t% V* z4 }1. Display of AF/Port icon between player saves based on player's intel# I3 b& [6 f0 d' t7 O9 m: h, t
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
0 R# M0 h/ V& qweapon list updated$ j; ^% b* p0 @8 [
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ b- A5 n. K. D/ e0 ? j$ B
4. Allow smaller 'reserve' space for small groups on ships
1 n, i6 j! O6 F1 _- J- d4 v. Q5. Preserve some more data when swapping fragment and parent to prevent lost of parent- c, E& E- q! D+ ]2 _2 `
6. Correct attacking plane count before final post-air combat/ h* e" y+ i' Q
7. Pilot promotion may have occured in error sometimes/ o4 v) T2 X* Q6 |, Y3 B& u
8. Raid detect message sometimes dropped of the combat report
# w7 D5 e4 t$ Z5 \( X7 z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- C: W, P4 I- }3 c0 Q7 a
generally' f7 N$ b- t) L
10. Some pilot-leader connections were being corrupted
2 v! ~1 v+ `/ |) C V11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 I, F F s0 L, D2 R- L4 N) N
other move issues due to the incorrect indicator
, I" j) v: J1 E" Q- H! X* I12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; L- f4 M8 k5 _8 x) }damage/ e2 M% f! P! n F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 Z/ s9 @% T: @- [5 t4 S: c14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* R4 V* v3 O0 U7 V8 F8 x/ [" vdate sort
9 z* P$ h; X! e/ J7 x15. ASW groups not allowed to attack sometimes
& J8 o$ g0 L' y: E16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
, `' h. E. G5 h/ c& }5 T8 {HQ/LCU to jump to reinforcement queue |' H n6 I( H1 a9 @. `8 z) a2 Y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat' p( [7 R* _ @1 a) V
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 a. r. l( |0 X# K5 L: S' N {
at start of AE but crept back in sometime during updates
0 Y# K) h6 L. U- b6 M# g19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. V& ~0 Z! ?( ufragment.5 E5 t/ N# W1 B8 j; f" H9 `
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, Y8 ^" f `2 ^4 m
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not8 {; k* f& t- k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ l L# k) W% Y/ P) E7 L
set
7 M* b( H5 Y+ V) j7 {7 a5 L22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base: a v* D2 d1 o0 G
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# m+ \( m8 y8 `2 y/ B6 X2 m24. Bug caused F/FB to sometimes bomb at low altitude
, e& C! ~+ D0 h8 B& u25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 j) _' S6 S, T! C* qoccurring properly.
s& M- k9 | k26. Bug in Industry 'failed' indication not showing properly sometimes, O3 b( O. x* C. P/ O1 l% x3 |6 c
27. Location check at scenario load to include small map sceanrios
9 { a& n3 _# L% N7 F, y28. Bug in air supply to fragments in a non-friendly base hex+ x, j/ L8 ?3 I7 A% Y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& L* B% H! ?. H& b [) C$ f: H
being set to homebase before execution of the mission – ie was returning to base' p# I. h% m+ }! C0 `# _$ L
immediately$ ^. s1 |" g! \; B, ?5 L. L1 C# q
30. Error in Strategic map display$ p: t# O* O5 f+ G0 p% F4 p9 [
31. Additional and stockpile options were not turned off when base was captured: o, K- ~% j- w X4 x2 z+ o- R8 n. B: X
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
: s" G6 p" i/ V. j2 jmouse over
* w. |. o2 f2 [2 I% o33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 k$ a( a& y, h9 u& M) echance to gain experience if >75% prepare and < 50% national exp level: Q# m3 U. A3 v! o4 i7 H# I
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 f' W( G |7 V. M+ Halleviate the incorrect experience gaining happening while in reinforcement queue
- C1 a2 x$ j3 ^! K+ j) z35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! C1 J' s6 B! z' b& H" W" [% u
caused unit to jump “off-rail” and move overland: g5 N, D# H, D! a
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 e9 C6 a( e7 |: L( E# g4 `37. Excessive accident messages on unload from TF reported
2 Z/ A& f! l6 |) X/ h3 x38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' ^# B2 d4 y2 t; p* ?: Qmerged causing smaller size unit than expected
: ~6 p8 A; i- r( q s2 w4 ]" t! j39. Corrected possible TOE error in scenario data load for inactive units3 a/ o* c2 c) j# Q0 m; z" P
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
9 F, e+ R: h; J; j. Fhowever be allowed to do this.
1 v0 O2 W2 r+ w: y2 H, U `* l. t41. Possible CTD if sinking ship's load was a group. X9 G9 t6 w" {/ H
42. Limit the number of devices built from resources per unit during LCU replacements; this+ {" c% z n5 M" Y# b/ l
was causing an over production for that turn3 G: p( W7 U# Q9 h' u+ D
43. Retain day/night setting when creating group fragments- {: `: t; w8 t" z4 t
44. Adjusted supply and fuel values in base list not to overrun the space& w7 O" V4 B$ @
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( l' P0 g4 P' U. a2 A0 padded YMS to Sweep TF in line with manual and code6 ~ P1 x" s) v" u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! _6 I: h) ?4 |% N5 g3 q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal: p6 i7 C) [3 `: [' `# g8 \
rebuilding of destroyed units is not affected by this.
) _: f$ V6 B) t7 v47. Carrier capable and trained text not showing together on Group screen
: ^2 b# x) I% r8 d! m, f% @48. Handle any blank re-name changes by ignoring them
% D9 Z7 H1 `. n( I: Q, B49. Possible CTD when air fragments combine
7 W5 g$ [( \: T) @4 Y50. Unloading TF can freeze a LCU onto a ship under some conditions
# e" Y$ R; m2 ]7 E: y5 @51. AI not behaving if main HQs missing (affects small map mainly)& x% m! j% ~8 v' o1 [# \% J
52. AI using AGC for normal land units – removed from TF if not needed( G1 j" o- v! X" X/ `' d! M; `' H
53. Soviet activation message not in Ops report
; B$ a. m m3 A0 \4 ]. y" h54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 T \" a$ p u) g! E
55. Clear Soviet air balance if not activated. Possible incorrect base switching; y0 i; Y8 {1 z" g* q9 l; x, N
56. Sub attack against docked TF not happening for port size <32 D7 l, ^( d- C3 }
57. Unit type changing unexpectantly8 W9 N3 W) e: \8 p
58. Torpedo replacement on plane sometimes is missed
) p! k+ X0 B4 R2 y( z" [59. Double handling of overstacked supply requirements
6 v- O# M0 |% G" R* V& f+ G60. Fixed alternate weapons for port attacks- j9 Z0 K0 D6 ^: f; Z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 p7 ~: y6 q5 csometimer in the ship repair cycle." o7 @. p# B. }- P8 _
62. Ship tonnage over 32K could cause repairs to fail( B5 S* U2 a$ u6 [, \
New
% w! F! U- K6 {; y' }# \9 G1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 M+ u: ?' z4 g9 ?9 O. [port6 Q0 G( h1 F" s( F' x: D4 D% ` s8 Y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
: E3 R3 x' }. `- u% Q8 XTenders not counted( b5 w$ g. h, w( n, a
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 Y& \5 M, I9 o7 f# S
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method5 B) `; f: f, ~) b; C6 @# p9 q
to remove damaged ships from TF
% |2 T# A4 B- i2 \7 S5. New filter for “non-building” devices in Industry pool screen$ R$ i7 q ?; |6 O+ n5 o! p
6. New filter for “non-building” aircraft in Air Replacement pool screen
2 B/ }! L6 ]% Z0 ~. J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) c: O4 [& ]5 v6 B( Y8 P
mines (^) detected
4 A' C) |5 c! C9 c# {: }8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
: P. i" j+ E6 l. e; e‘button6..’ image files, then these will be shown. If not, by default there are shown as
5 _0 n) P6 k0 d5 R: Mstandard parachute unit icons
# v8 W" y2 Z- @% y% E. S9. Air/port damage and building is shown in base mouse over
( u/ m; }' r$ F B, H10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 D6 r1 _3 @# `3 B [11. TF can be routed to stay within coastal hexes as much as possible, q- X3 F: r* F- E( N) [
12. On Top Pilot screen show the 'ace' cut-off value if more than 1, t- Y. H6 Q& V" e7 \8 {4 Y& ~
13. Added option on group and LCU reinforcement screen to turn off replacements
; @ h1 L: B& |# f3 f! j" U14. Current base can get supply returned to it when reserve planes returned which were2 K* |) r. } g' M9 i
originally supplied from another base
" F) @% O# B8 {$ J) m. \15. Unit type filter on Troop Loading screen2 E% P- C/ y$ S7 V% N
16. Report killed ground units if not in combat report F- I# Z, T2 b
Changed
# X( o/ R- j7 O4 D5 M. T1. AF of 8+ have AV support doubled for purposes of determing support for air operations
9 v# V7 X3 u5 e/ B(complements fix 18 above)
% t' U V, e% M" Y+ }- s5 U% ^2. Permanently increased pilot array to 70K1 I) P: S6 U7 s$ r: U$ O
3. Increased number of air combat rounds are a factor of total aircraft involved
7 M/ R0 q+ d4 Z, r8 s) [% V; |5 D4. Allowed submap to submap movement if land connected for land units. Should have been. N! o) s! X, N* m& a
so as per Andrew Brown
6 f6 ~. K p7 M) G1 j5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& X$ M2 J4 X# {" n d3 r
delay toggle instead2 C' ]$ r1 g) X1 p: ?$ f, w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 i) p7 Q) G6 H. r5 gmaintenace a bit more
% Y/ \, O' g( ?* ^8 P& [7. Support device replacements won't decrease the overall experience of LCU units. This does& B7 m. S" C, q/ X1 g
not alter the overall EXP change due when any replacements are received.
9 k+ f& ]; A7 q1 }* X8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ q* \! d9 P" }2 T% @' q! l7 E1 s! Vbetween the two but could break current games., y0 M. y& u! _
9. Some LCU Prep points may be retained if unit is experienced
9 |) r" J& W5 W& ]7 y/ }# PNotes
1 Y& I5 I, M8 v' l1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: K$ t T. u4 c" O8 J5 D
should not change player or HQ, even if not in play. These original HQs are used by the AI, ? p, e: h3 [. H% @3 k
routines so changing or deleting them can put the AI off. Changing other elements should
8 {5 o+ c: p0 y* {be okay.
. w2 V9 ^! {, K! B, E9 ?- @2. Clarification to weapon filters for aircraft:" g7 u9 C3 X# I/ |4 |: G
PM_NAVAL_ATTACK 2 // used for naval attacks9 m* ]( z6 L+ e# T( X! b. Z9 R2 I9 e
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ Q0 F% |; `9 ^3 H' j! {9 oPM_LAND_ATTACK 8 // used for land (ground) attack
8 M8 e$ t; i/ W5 f# WPM_PORT_ATTACK 16 // used for port attack
( ]+ S2 C2 X( f0 e# I. qPM_AF_ATTACK 32 // used for AF attack
# Q# q9 O% Z' R! }2 B* oDropped any reference to secondary values for land and AF as they served no special use.
( g) ~) x3 Q) \Clarification changes
- \/ {3 t0 c0 Z& O1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
* k0 `5 `7 Y4 l1 ?% L4 pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 w9 s5 Z4 g: s" M% ?& UMONGOLIA(91) or TANNU_TUVA(92).& }) T' V7 }+ {! z; `
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: P& Y; j8 D$ o2 ?6 H/ G5 _- {1 ]b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 y( }! j/ {/ s- p4 Yc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- s; D/ Y/ }# E/ Vafter Soviets are activated, but can’t move
6 T( |7 D2 K l# Z: k' N3 fd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ U2 y! u3 x2 ^. Bdisbanded in port.
4 a4 [" S" n: ]( Ce. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" X$ r( Q; R* q( s3 R. `. x# k/ ?
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |